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Animations cracked!


cchargin

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Fred: I am praying that by what you said you mean we are extremely close to module editing. Because thats really the only way for me to make a sequel. WAY TO GO GUYS excellent work. Cherrio.

 

-Chuck McMackin

 

If this latest build works, we'll be one step closer to new module creation. Of course, there are still other issues, such as layout creation, .vis creation, and more. It may take some time, but progress is still being made.

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If this latest build works, we'll be one step closer to new module creation. Of course, there are still other issues, such as layout creation, .vis creation, and more. It may take some time, but progress is still being made.

 

 

Fred, you are so awesome. Your tool is so amazing, and yet you keep on trying to improve on something that is so wonderful that we as a community in general are already totally satisfied with. Especially since you don't make any money from it, but are doing this selflessly, which has helped made the KOTOR games so much better and more enjoyable. I know I wouldn't have loved the game and be in at much as I have if I didn't learn to mod, or download from others with their hard work. Anyway, thanks for your hard work and selfless heart.

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Fred, you are so awesome. Your tool is so amazing, and yet you keep on trying to improve on something that is so wonderful that we as a community in general are already totally satisfied with. Especially since you don't make any money from it, but are doing this selflessly, which has helped made the KOTOR games so much better and more enjoyable. I know I wouldn't have loved the game and be in at much as I have if I didn't learn to mod, or download from others with their hard work. Anyway, thanks for your hard work and selfless heart.

 

Ditto to that my friend, yup.

 

-Chuck McMackin

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Wow, great news guys!

 

 

However, completely new droids will most likely be a possibility, as well as droid melee animations!

 

Then maybe my IG-100 MagnaGuards may still be possible...

 

That is awesome. Are those lightsaber wielding droids?

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* Prime's head explodes *

 

Wow, great news guys!

 

Then maybe my IG-100 MagnaGuards may still be possible... :)

 

Heh, the timing is perfect. ;)

 

Once again, fantastic work guys. Like I said, this will open up a whole new world of possibilities for mods of the future. I'm really looking forward seeing how it all goes. :)

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Fred, you are so awesome. Your tool is so amazing, and yet you keep on trying to improve on something that is so wonderful that we as a community in general are already totally satisfied with. Especially since you don't make any money from it, but are doing this selflessly, which has helped made the KOTOR games so much better and more enjoyable. I know I wouldn't have loved the game and be in at much as I have if I didn't learn to mod, or download from others with their hard work. Anyway, thanks for your hard work and selfless heart.

 

I'm glad you like Kotor Tool, but just in case you don't realize it, I'm talking about MDLOps. :) I've been working on a version with a few features not found in the release that comes bundled with Kotor Tool. Cchargin and I have done a little research together and he's added some support for that which we've discovered so far. However, the poor guy is pretty busy IRL, so I have decided to sharpen my Perl skills and see what I can do until he can "play" with MDLOps some more. As such, progress is slow, since I'm not the Perl wizards that Cchargin and TK102 are. I'm not trying to steal anyone's thunder here; I'm just really motivated to research stuff. It's what I do.

 

I did do some tests last night, and I can now export AuroraLights correctly, but not all of the controllers weren't being binary-ified on import. I fixed that, but there is still something wrong with the model that prevents lighting from working right. More research tonight...

 

As for making money on Kotor Tool, largely you're right. However, a few folks do send a donation from time to time, and this really helps out things on my end, and is *always* appreciated. The foreign language comics and postcards are cool, too!

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*Proceeds to send Fred a load of foreign comics - realises he has none :( * Anyway do we know how the engine limits the creation of animations? I'm really interested in this, I can't wait to see the first mods that come of it. Can we make new dialogue animations to replace some of the plasticy ones? What about sabre style animations - and how far can we go with that?

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Hello all,

 

sheep go "baa" a lot more, are much heavier, can't fly
Harold can fly! Come back Harold!

 

does this means we still can’t add and or remove bones
Most likely. We can't mess with bones because I don't know how to calculate some of the bone weights in the .mdl (I know I said .mdx before, but I checked my notes and the info is in the binary .mdl). Actually, in the binary .mdl there is a wierd bone weight array and an array of quaternions that all have to do with skin mesh. I have no idea how they work.

 

<many posts about robes and hair>
Working animations will definately help a bit with hair. One of the main problems with editing heads was that they contain animations that got lost when sent through MDLOps. I got Juhanis head into gmax and all the animations were intact. Not once did her head flip around leaving her teeth and eyes behind (Does that creep you guys out also?).

 

Ahhh, robes. I know that this has long been a topic here. I don't know if animations will allow us to fix robes. The obvious solution of using skin mesh with animations will not be an option yet due to skin mesh issues (see above). Perhaps tri-mesh with alot of animation might work, but I don't know how or if you could integrate it into the game. The other thing I just thought of is that if you use animations to make a flowing robe, then it will always be flowing, even inside when there is no wind. Hmm. Perhaps scriptable, flowing on and off?

 

<question not asked>
Hmm. I am surprised. No one asked about lightsabers. The 2 problems with lightsabers were animations and a unique mesh type that nwmax does not support. Well, 1 down, and I think I can work around the 1 left. If my idea works then we will finally be able to make multiple mesh sabers, change the blade length, move the blade around, but not change the number of polygons in the blade planes. Oh, I almost forgot that lightsabers also have an animation that nwmax does not support, but again, I think I can work around that.

 

Well, I am still hacking away. Literally! I have a cold, so I am hacking while hacking.

 

Sith Jawa?

 

Lemon curry?

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Hmm. I am surprised. No one asked about lightsabers. The 2 problems with lightsabers were animations and a unique mesh type that nwmax does not support. Well, 1 down, and I think I can work around the 1 left. If my idea works then we will finally be able to make multiple mesh sabers, change the blade length, move the blade around, but not change the number of polygons in the blade planes. Oh, I almost forgot that lightsabers also have an animation that nwmax does not support, but again, I think I can work around that.

 

I had assumed the blades mesh would still be a problem but if you think you can make a work around then I look forward to making a multimesh hilt. :)

 

Thanks for all your continued hard work.

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Hmm. I am surprised. No one asked about lightsabers. The 2 problems with lightsabers were animations and a unique mesh type that nwmax does not support. Well, 1 down, and I think I can work around the 1 left. If my idea works then we will finally be able to make multiple mesh sabers, change the blade length, move the blade around, but not change the number of polygons in the blade planes. Oh, I almost forgot that lightsabers also have an animation that nwmax does not support, but again, I think I can work around that.

 

I did have a similar question, though more about weapons in general. Right now, only lightsabers and quarterstaves have activate/deactivate animations. Now, you've stated why lightsabers still can't be edited. (The Blades, at least.) But what about other weapons? Would we be able to implement activation/deactivation animations to another weapon with ordinary meshes? Or is that the animation that NWMax doesn't support?

 

...Lemon curry? :confused:

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Ahhh, robes. I know that this has long been a topic here. I don't know if animations will allow us to fix robes. The obvious solution of using skin mesh with animations will not be an option yet due to skin mesh issues (see above). Perhaps tri-mesh with alot of animation might work, but I don't know how or if you could integrate it into the game. The other thing I just thought of is that if you use animations to make a flowing robe, then it will always be flowing, even inside when there is no wind. Hmm. Perhaps scriptable, flowing on and off?

What about adding it to the walk animation?

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